by Bio Hazard » Wed Sep 27, 2006 1:19 am
Carnevil wrote:Lag? Are you sure about that? There's probably something wrong with the server you were playing on, or your Internet connection. That's not something that's normal.
I'm sorry, I didn't quite word the quoted post correctly. I didn't mean it to be directly offensive.
What I meant to say was:
From what I understand, in a client/server archetecture, the entire state of the world as it exists on the server is sent to all players every tic right? ZDoom only sends the contents of the other player's input pipes. You can't tell me c/s won't be sending more data around. Especially in maps like TNT:LE where there are hundreds of monsters and thousands of projectiles running/flying around at once.
Also, when ZDoom lags, the game just slows down. In ST I all of a sudden "appear" somewhere else. I know why it's doing that so you don't have to explain it to me. I'd much rather slow down than fall off a 4-unit wide catwalk to my death.
The ZDoom way also has it's problems, such as desync and the lack of in-game joining, but that doesn't really matter to me due to the way I play ZDoom multiplayer. I can understand why others like it the ST way.
I'm not bashing SkullTag in particular, I don't like it when any c/s games exhibit those behaviors (which seems to be quite common). Also, I really, honestly don't care if you release the ST netcode and being a developer myself I understand completly why you don't want to. (though I would do it anyway for the better of the community)
[quote="Carnevil"]Lag? Are you sure about that? There's probably something wrong with the server you were playing on, or your Internet connection. That's not something that's normal.[/quote]I'm sorry, I didn't quite word the quoted post correctly. I didn't mean it to be directly offensive.
What I meant to say was:
From what I understand, in a client/server archetecture, the entire state of the world as it exists on the server is sent to all players every tic right? ZDoom only sends the contents of the other player's input pipes. You can't tell me c/s won't be sending more data around. Especially in maps like TNT:LE where there are hundreds of monsters and thousands of projectiles running/flying around at once.
Also, when ZDoom lags, the game just slows down. In ST I all of a sudden "appear" somewhere else. I know why it's doing that so you don't have to explain it to me. I'd much rather slow down than fall off a 4-unit wide catwalk to my death.
The ZDoom way also has it's problems, such as desync and the lack of in-game joining, but that doesn't really matter to me due to the way I play ZDoom multiplayer. I can understand why others like it the ST way.
I'm not bashing SkullTag in particular, I don't like it when any c/s games exhibit those behaviors (which seems to be quite common). Also, I really, honestly don't care if you release the ST netcode and being a developer myself I understand completly why you don't want to. (though I would do it anyway for the better of the community)